attribute vec2 a_position;
attribute vec2 a_texCoord;

varying vec2 v_texCoord;

uniform vec2 u_resolution;

void main() {
	vec2 zeroToOne = a_position / u_resolution;
	
	vec2 zeroToTwo = zeroToOne * 2.0;
	
	vec2 clipSpace = zeroToTwo - 1.0;
	
	gl_Position = vec4(clipSpace * vec2(1, -1), 0, 1);
	
	v_texCoord = a_texCoord;
}